#version 330 core 

layout (location = 0) in vec2 aPos;
layout (location = 1) in vec2 aTex;
layout (location = 2) in float aTexID;

uniform mat4 _V;
uniform mat4 _P;

out vec2 texCoord;
flat out int texID;

void main() 
{
    gl_Position = _P * _V * vec4(aPos, 1.0, 1.0);
    texCoord = aTex;
    texID = int(floor(aTexID + 0.5));
}
